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How to Read Literature Like a Professor: A Lively and Entertaining Guide to Reading Between the Lines Thomas C. Foster |
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Too Big to Fail: The Inside Story of How Wall Street and Washington Fought to Save the Financial System---and Themselves Andrew Ross Sorkin |
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A Game of Thrones - A Song of Ice and Fire George R. R. Martin |
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A Clash of Kings - A Song of Ice and Fire, Book II George R. R. Martin |
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The Hunger Games Suzanne Collins |
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Influencer: The Power to Change Anything Kerry Patterson |
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Catching Fire - Hunger Games, Book 2 Suzanne Collins |
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A Storm of Swords - A Song of Ice and Fire, Book III George R. R. Martin, Roy Dotrice |
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Jim Blinn's Corner: A Trip Down the Graphics Pipeline (The Morgan Kaufmann Series in Computer Graphics)
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From the Back Cover
"[one of] the world's most renowned 3-D graphics pioneers...Blinn is a fascinating character"-Wired
Learn from the master
For almost three decades eminent computer graphicist Jim Blinn has coupled his scientific knowledge and artistic abilities to foster the growth of the computer graphics field. His many contributions include the Voyager Fly-by animations of space missions to Jupiter, Saturn, and Uranus; The Mechanical Universe, a 52-part telecourse of animated physics; and the computer animation of Carl Sagan's PBS series Cosmos. In addition, Blinn, the recipient of the first SIGGRAPH Computer Graphics Achievement Award, has developed many widely used graphics techniques, including bump mapping, environment mapping, and blobby modeling.
Blinn shares his insight and experience in "Jim Blinn's Corner," an award-winning column in the technical magazine IEEE Computer Graphics and Applications in which he unveils his most useful graphics methods and observations. This book, a compendium of 20 of the column's articles, leads you through the "graphics pipeline" offering a wealth of tips and tricks. It explores common graphics problems, many of which have never before been addressed.
An invaluable resource for any graphics professional
In his entertaining and inspirational style, Blinn examines a variety of topics to help computer graphics software and application developers recognize and solve graphics programming problems. Focusing on geometry and the graphics pipeline, he shares:
easy to understand explanations of difficult concepts gleaned from years of teaching
interesting examples of tricky special cases that cause conventional algorithms to fail
highly refined algorithms for clipping, viewing, lighting, and rendering
I teach graphics and have been doing graphics for 15 years, and this book still taught me a lot. And it is a good book for a novice as well. I know that sounds implausible, but it really is true! Blinn just states things SO clearly. I was driven to write this review today after reading his discussion of perspective-correct rasterization: what a masterpiece! The rest of the book is just as good.
I am a graphics book addict, but few produce changes in my code. I passed his clipping method around to the team and we are starting to change our pipeline. We were clipping to polys in a portal engine. The new idea is to clip to a bounding rectangle FAST and let the new hardware zbuff the rough edges.
His books have these sort of 'GEMS' that you might use the week you get it.
This book contains a wealth of information on the construction of a 3D pipeline, including all the geometry handling and also texture mapping. However being presented as it is, a collection of articles, makes a logical progression from start to finish a difficult task. There also seem to be gaps in some of the explanations, which is a shame as they are mostly complete and written in an easy to digest and lighthearted style. All in all, the book is packed with useful stuff, highly recommended.
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